47 triangleNormal = v10.
cross(v20);
55 if (dist_a * dist_b >=
btScalar(0.0))
66 const btScalar proj_length = dist_a - dist_b;
67 const btScalar distance = (dist_a) / (proj_length);
87 if ((
btScalar)(cp0.
dot(triangleNormal)) >= edge_tolerance)
93 if ((
btScalar)(cp1.
dot(triangleNormal)) >= edge_tolerance)
98 if ((
btScalar)(cp2.
dot(triangleNormal)) >= edge_tolerance)
141#ifdef USE_SUBSIMPLEX_CONVEX_CAST
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btContinuousConvexCollision implements angular and linear time of impact for convex objects.
virtual void setMargin(btScalar margin)
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
EpaPenetrationDepthSolver uses the Expanding Polytope Algorithm to calculate the penetration depth be...
btSubsimplexConvexCast implements Gino van den Bergens' paper "Ray Casting against bteral Convex Obje...
virtual bool calcTimeOfImpact(const btTransform &fromA, const btTransform &toA, const btTransform &fromB, const btTransform &toB, CastResult &result)
SimsimplexConvexCast calculateTimeOfImpact calculates the time of impact+normal for the linear cast (...
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btTransform m_triangleToWorld
btTransform m_convexShapeTo
virtual btScalar reportHit(const btVector3 &hitNormalLocal, const btVector3 &hitPointLocal, btScalar hitFraction, int partId, int triangleIndex)=0
const btConvexShape * m_convexShape
btTransform m_convexShapeFrom
btScalar m_triangleCollisionMargin
btScalar m_allowedPenetration
btTriangleConvexcastCallback(const btConvexShape *convexShape, const btTransform &convexShapeFrom, const btTransform &convexShapeTo, const btTransform &triangleToWorld, const btScalar triangleCollisionMargin)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btTriangleRaycastCallback(const btVector3 &from, const btVector3 &to, unsigned int flags=0)
virtual btScalar reportHit(const btVector3 &hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)=0
btVector3 can be used to represent 3D points and vectors.
void setInterpolate3(const btVector3 &v0, const btVector3 &v1, btScalar rt)
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
btScalar dot(const btVector3 &v) const
Return the dot product.
btScalar length2() const
Return the length of the vector squared.
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
btVoronoiSimplexSolver is an implementation of the closest point distance algorithm from a 1-4 points...
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...
btScalar m_allowedPenetration